Hierarchy (view full)

Constructors

Properties

fieldIndex: number
partyMemberIndex: number
player: boolean
scene: default

Methods

  • This facilitates the process in which an old move is chosen to be forgotten.

    Which move should be forgotten?

    The game then goes Mode.SUMMARY to select a move to be forgotten. If a player does not select a move or chooses the new move (moveIndex === 4), the game goes to this.rejectMoveAndEnd(). If an old move is selected, the function then passes the moveIndex to this.learnMove()

    Parameters

    Returns Promise<void>

  • This teaches the Pokemon the new move and ends the phase. When a Pokemon forgets a move and learns a new one, its 'Learn Move' message is significantly longer.

    Pokemon with a moveset.length < 4

    [Pokemon] learned [MoveName]

    Pokemon with a moveset.length > 4

    1... 2... and 3... and Poof! [Pokemon] forgot how to use [MoveName] And... [Pokemon] learned [MoveName]!

    Parameters

    • index: number
    • move: default

      The Move to be learned

    • pokemon: default
    • OptionaltextMessage: string

    Returns Promise<void>

  • This asks the player if they wish to end the current move learning process.

    Stop trying to teach [MoveName]? --> Mode.CONFIRM --> Yes: > [Pokemon] did not learn the move [MoveName], No: this.replaceMoveCheck()

    If the player wishes to not teach the Pokemon the move, it displays a message and ends the phase. If the player reconsiders, it repeats the process for a Pokemon with a full moveset once again.

    Parameters

    Returns Promise<void>

  • This displays a chain of messages (listed below) and asks if the user wishes to forget a move.

    [Pokemon] wants to learn the move [MoveName] However, [Pokemon] already knows four moves. Should a move be forgotten and replaced with [MoveName]? --> Mode.CONFIRM -> Yes: Go to this.forgetMoveProcess(), No: Go to this.rejectMoveAndEnd()

    Parameters

    Returns Promise<void>